Putting 3 or more levels into blood hunter for the ability to use your weapon as a spell focus seems like a pretty heavy cost. What are you getting from blood hunter to benefit your sorcery?
A nova build is a character thats intended to do massive amounts of damage very quickly.
Blood Hunters probably aren't a great choice when you make this sort of build because your DM is very likely to house rule against some potent feature, because allowing Critical Role content is essentially allowing a homebrew class in the first place.
Profane Soul in particular I've house ruled Diabolical channel takes any restrictions that would apply when casting a spell normally, it can be coubterspelled, 1st level for higher spells can't be used on the same turn as a Bonus Action Spell, etc.
A class officially supported by this very app..."Profane Soul in particular"... Hate much. Love the only in my books attitude on a "imaginary" fantasy game Brah ....and other awesome builds was added to the end there... Did you try it, or just feel like bashing a shared and still rocking build that lends survivability and excellent damage from start. Most spells can be counter spelled, trying for fun and flavor... Or you should just Change the title of this thread to only NOVA anal retentive builds.... Why have fun at all....
Don't get inflammatory. I'd like to know how you use the build. Not just what classes you're using. How do these classes synnergize? Tell me more about it. The only feature you mentioned was Rite Focus. But there are other ways to get your weapon as your spell focus that don't cost as much, so I assume you are getting more out of the class than that.
I don't hate Profane Soul. But the first time a player asked if they could play Blood Hunter in my campaign, (cause you need to ask your DM if a homebrew class is ok,) I read the very very long class description and features and said, "yes, but we may need to restrict some features." I wanted to know his archetype and under profane soul I immediately saw trouble with this feature in particular (Diabolic Channel).
The class all together is a bit out of balance with other classes. It has unique trade offs. You can deal more damage than any other class at level-1 in exchange for damaging your max hp, but I've allowed my players to choose it and they've done well with it.
That said homebrew is supported by the site as well, but if you're going to make a powerful character, it wouldn't do to use homebrew content, and not expect pushback from your DM. The same applies to Critical Role content.
And your are right, she makes me roll a concentration check to activate the power besides its cost. It's extra damage, spell slots (short rest res), warrior survivability, and it counts as a half spell caster lvl much like paladin without having to explain how my paladin fell from his training into sorcery. I have a much darker story. As for spell progression, you will have the most potent spell from warlock Eldritch blast, quickened, right after another spell, should you go the heavy armor (Forge) build, you even get a smite/damage/rite damage×2 which at lvl 6 is a d6 x2... Not bad for a warrior class. You could go paladin for much of the same...i personally find the base classes borish for the most part and over pushed by DM's with little imagination past the rules. What's the point is magic if you can't break the rules a bit. As for Nukeability... No, it's not a "Nuke" class, most of my spells are supportive, i could have gone monk/Bard/sorc for more spells... Just thought this felt more my char this moon.
I don't know if this qualifies at any level as a Nova build but I am about to have some awesome fun playing the following:
A Bugbear (to get the surprise attack feature of adding 2d6 to an attack if the target is surprised).
Start off as a Fighter until you get to 3rd level and take Champion archetype (for the improved critical range... 19 or 20).
Then multi-class into Rogue and at 6th level (Fighter 3/Rogue 3) take the Assassin archetype (for the assassinate ability).
If all goes well and you surprise your enemy (remember to make Stealth one of your expertise choices) you have advantage to hit and if you don't crit that way you have a slighty higher chance to crit naturally. Your sneak attack added to your weapon damage and the surprise damage should be around 10d6+3 at 6th level.
PS. I have taken leather armor as a fighter and will upgrade to studded leather when I can, need to be able to hide and strike to get the surprise as often as I can. Also took the whip and blowgun as my 2 martial weapons from fighter, the blowgun, well just to be different, but the whip has reach and finesse so I can use it to make sneak attacks from 10 feet away 15 feet away (due to the Bugbears long-limbed racial feature.
Pure joy.
The extra 2d6 for surprise attack from the Bugbear racial feature should make up for missing a few levels in Rogue due to multi-classing in Fighter to get the extra crit range.
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
If we are including set ups preceeding one round of nova damage.
Outside, two+ flying creatures of size capable of grappling under your command, or apparently an air elemental because 'it can still grapple whilst immune to being grappled' and grapple (adv from secondary fliers aid another - summoned creatures work on same initiative count) working (in pairs, especially if its 8 giant owls or bats that rock up) to lift and if they havent broken the grapple next round. Dash. movement normally 60+ feet, 1/2ed for grapple 30+ feet. 2nd round 60+feet for a total of 90'+ high. Round three 150'+ drop point is now up to you, falling damage caps out at 20d6 though. Meanwhile finish up those not soon to be plummeting and if you want put down some area effect damage spell as a target for the birdies to aim for and do some extra damage, repeat as necessary or until birdies are dead, no to hit rolls needed its grappling so add a darkness pellet to the birdies beak and by rules they dont care but the poor grabbed person will find it harder to hit them (ugh I would just say no to that as the bird couldnt darn well find its target unless a bat obviously).
The immortal build. Hexlock with heavy armour and heavy armour master. Blade ward and armour of agathys. (alternatively fighter 1, warlock everything else) 4th level you have 3 non magic damage reduction from physical attacks, a personal defence force field that kills people and hankering to find a pit of a thoussand rats that arent magically hiveminded in a swarm. They can not harm you and die when they attack its the very definition of an xp farm. Against more solid targets you can attack obviously but they hit hard enough to take out the tank or your all the party has got? time to bladeward this thing. An ogre hitting for its maximum will clear cut 20 hitpoints off a fighter. you will take 17 and then that 17 will be reduced to 8 from bladeward, the ogre takes 10. Not great but beats the alternative right? if they miss great the party will kill it eventually, if they hit and roll lower? you will take around 5 damage a hit like this and if you get lucky a shot of 4 on one of the two meaning you will have dealt 30 damage to the ogre by the time it wounds you on a third strike and ignored a whole lot of damage that doesnt need to be healed - but wait theres more. At lower levels fiendish vigour allows you to have up to 8 temp hits - cant be used with AoA but 8 seems rubbish right? well remember that damage ablating heavy armour master, they might last a bit longer, then you can recast it every round or every other round your not bladewarding. Its not always about damage done but damage avoided.
The nova cannon / I win button. Meteor swarm does a lot right? but it doesnt actually, like, totally destroy a city. Fly up over the most objectionable building you see, up higher and if you are capable of casting it cast gate. To a magma lake on any of the other planes. Portal entry point facing down. Congratulations you are a magical volcano nova damage calculations? set to ludicrous due to impact and magma damage combined on any below, and then it just keeps spreading whilst you bug out.
here's an idea, just max level magic missile, with items that boost spell slot of items (have these alot in my campain i'm making) and use fighter or barbarian for extra attack (i count magic as an attack action) this is my fear...
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Putting 3 or more levels into blood hunter for the ability to use your weapon as a spell focus seems like a pretty heavy cost. What are you getting from blood hunter to benefit your sorcery?
A nova build is a character thats intended to do massive amounts of damage very quickly.
Blood Hunters probably aren't a great choice when you make this sort of build because your DM is very likely to house rule against some potent feature, because allowing Critical Role content is essentially allowing a homebrew class in the first place.
Profane Soul in particular I've house ruled Diabolical channel takes any restrictions that would apply when casting a spell normally, it can be coubterspelled, 1st level for higher spells can't be used on the same turn as a Bonus Action Spell, etc.
Extended Signature
A class officially supported by this very app..."Profane Soul in particular"... Hate much. Love the only in my books attitude on a "imaginary" fantasy game Brah ....and other awesome builds was added to the end there... Did you try it, or just feel like bashing a shared and still rocking build that lends survivability and excellent damage from start. Most spells can be counter spelled, trying for fun and flavor... Or you should just Change the title of this thread to only NOVA anal retentive builds.... Why have fun at all....
Don't get inflammatory. I'd like to know how you use the build. Not just what classes you're using. How do these classes synnergize? Tell me more about it. The only feature you mentioned was Rite Focus. But there are other ways to get your weapon as your spell focus that don't cost as much, so I assume you are getting more out of the class than that.
I don't hate Profane Soul. But the first time a player asked if they could play Blood Hunter in my campaign, (cause you need to ask your DM if a homebrew class is ok,) I read the very very long class description and features and said, "yes, but we may need to restrict some features." I wanted to know his archetype and under profane soul I immediately saw trouble with this feature in particular (Diabolic Channel).
The class all together is a bit out of balance with other classes. It has unique trade offs. You can deal more damage than any other class at level-1 in exchange for damaging your max hp, but I've allowed my players to choose it and they've done well with it.
That said homebrew is supported by the site as well, but if you're going to make a powerful character, it wouldn't do to use homebrew content, and not expect pushback from your DM. The same applies to Critical Role content.
Extended Signature
And your are right, she makes me roll a concentration check to activate the power besides its cost. It's extra damage, spell slots (short rest res), warrior survivability, and it counts as a half spell caster lvl much like paladin without having to explain how my paladin fell from his training into sorcery. I have a much darker story. As for spell progression, you will have the most potent spell from warlock Eldritch blast, quickened, right after another spell, should you go the heavy armor (Forge) build, you even get a smite/damage/rite damage×2 which at lvl 6 is a d6 x2... Not bad for a warrior class. You could go paladin for much of the same...i personally find the base classes borish for the most part and over pushed by DM's with little imagination past the rules. What's the point is magic if you can't break the rules a bit. As for Nukeability... No, it's not a "Nuke" class, most of my spells are supportive, i could have gone monk/Bard/sorc for more spells... Just thought this felt more my char this moon.
I don't know if this qualifies at any level as a Nova build but I am about to have some awesome fun playing the following:
A Bugbear (to get the surprise attack feature of adding 2d6 to an attack if the target is surprised).
Start off as a Fighter until you get to 3rd level and take Champion archetype (for the improved critical range... 19 or 20).
Then multi-class into Rogue and at 6th level (Fighter 3/Rogue 3) take the Assassin archetype (for the assassinate ability).
If all goes well and you surprise your enemy (remember to make Stealth one of your expertise choices) you have advantage to hit and if you don't crit that way you have a slighty higher chance to crit naturally. Your sneak attack added to your weapon damage and the surprise damage should be around 10d6+3 at 6th level.
PS. I have taken leather armor as a fighter and will upgrade to studded leather when I can, need to be able to hide and strike to get the surprise as often as I can. Also took the whip and blowgun as my 2 martial weapons from fighter, the blowgun, well just to be different, but the whip has reach and finesse so I can use it to make sneak attacks from
10 feet away15 feet away (due to the Bugbears long-limbed racial feature.Pure joy.
The extra 2d6 for surprise attack from the Bugbear racial feature should make up for missing a few levels in Rogue due to multi-classing in Fighter to get the extra crit range.
Hope others find this a fun build to play.
If we are including set ups preceeding one round of nova damage.
Outside, two+ flying creatures of size capable of grappling under your command, or apparently an air elemental because 'it can still grapple whilst immune to being grappled' and grapple (adv from secondary fliers aid another - summoned creatures work on same initiative count) working (in pairs, especially if its 8 giant owls or bats that rock up) to lift and if they havent broken the grapple next round. Dash. movement normally 60+ feet, 1/2ed for grapple 30+ feet. 2nd round 60+feet for a total of 90'+ high. Round three 150'+ drop point is now up to you, falling damage caps out at 20d6 though. Meanwhile finish up those not soon to be plummeting and if you want put down some area effect damage spell as a target for the birdies to aim for and do some extra damage, repeat as necessary or until birdies are dead, no to hit rolls needed its grappling so add a darkness pellet to the birdies beak and by rules they dont care but the poor grabbed person will find it harder to hit them (ugh I would just say no to that as the bird couldnt darn well find its target unless a bat obviously).
The immortal build. Hexlock with heavy armour and heavy armour master. Blade ward and armour of agathys. (alternatively fighter 1, warlock everything else) 4th level you have 3 non magic damage reduction from physical attacks, a personal defence force field that kills people and hankering to find a pit of a thoussand rats that arent magically hiveminded in a swarm. They can not harm you and die when they attack its the very definition of an xp farm. Against more solid targets you can attack obviously but they hit hard enough to take out the tank or your all the party has got? time to bladeward this thing. An ogre hitting for its maximum will clear cut 20 hitpoints off a fighter. you will take 17 and then that 17 will be reduced to 8 from bladeward, the ogre takes 10. Not great but beats the alternative right? if they miss great the party will kill it eventually, if they hit and roll lower? you will take around 5 damage a hit like this and if you get lucky a shot of 4 on one of the two meaning you will have dealt 30 damage to the ogre by the time it wounds you on a third strike and ignored a whole lot of damage that doesnt need to be healed - but wait theres more. At lower levels fiendish vigour allows you to have up to 8 temp hits - cant be used with AoA but 8 seems rubbish right? well remember that damage ablating heavy armour master, they might last a bit longer, then you can recast it every round or every other round your not bladewarding. Its not always about damage done but damage avoided.
The nova cannon / I win button. Meteor swarm does a lot right? but it doesnt actually, like, totally destroy a city. Fly up over the most objectionable building you see, up higher and if you are capable of casting it cast gate. To a magma lake on any of the other planes. Portal entry point facing down. Congratulations you are a magical volcano nova damage calculations? set to ludicrous due to impact and magma damage combined on any below, and then it just keeps spreading whilst you bug out.
Well unfortunately disarm is only available to the fighter it’s not open to everyone like in Pathfinder
here's an idea, just max level magic missile, with items that boost spell slot of items (have these alot in my campain i'm making) and use fighter or barbarian for extra attack (i count magic as an attack action) this is my fear...